/// <summary> /// Jewelの種類、レア度によってパラメータを付与する関数 /// </summary> /// <param name="type"></param> public ItemData(JewelType type, JewelRarity rarity, int attack, int deffence, int sutamina) { JewelType = type; JewelRarity = rarity; Attack = attack; Deffence = deffence; Sutamina = sutamina; }
public KeyValuePair<JewelAttributeType, float> SpecialAttribute; // 饰品特殊属性(单条) #endregion Fields #region Constructors /// <summary> /// 类型:方法 /// 名称:Jewel /// 作者:taixihuase /// 作用:通过数据库中获得的数据构造饰品装备实例 /// 编写日期:2015/8/16 /// </summary> /// <param name="fixedId"></param> /// <param name="allocatedId"></param> /// <param name="name"></param> /// <param name="occupation"></param> /// <param name="limit"></param> /// <param name="upgrade"></param> /// <param name="cur"></param> /// <param name="dur"></param> /// <param name="type"></param> /// <param name="jewelAttributeType"></param> public Jewel(int fixedId, int allocatedId, string name, OccupationCode occupation, int limit, bool upgrade, int cur, int dur, JewelType type, JewelAttributeType jewelAttributeType) : base(fixedId, allocatedId, name, occupation, limit, upgrade, cur, dur, EquipmentType.Jewel) { Type = (byte) type; JewelAttribute = jewelAttributeType; SpecialAttribute = new KeyValuePair<JewelAttributeType, float>(jewelAttributeType, 0); }
public KeyValuePair <JewelAttributeType, float> SpecialAttribute; // 饰品特殊属性(单条) #endregion /// <summary> /// 类型:方法 /// 名称:Jewel /// 作者:taixihuase /// 作用:通过数据库中获得的数据构造饰品装备实例 /// 编写日期:2015/8/16 /// </summary> /// <param name="fixedId"></param> /// <param name="allocatedId"></param> /// <param name="name"></param> /// <param name="occupation"></param> /// <param name="limit"></param> /// <param name="upgrade"></param> /// <param name="cur"></param> /// <param name="dur"></param> /// <param name="type"></param> /// <param name="jewelAttributeType"></param> public Jewel(int fixedId, int allocatedId, string name, OccupationCode occupation, int limit, bool upgrade, int cur, int dur, JewelType type, JewelAttributeType jewelAttributeType) : base(fixedId, allocatedId, name, occupation, limit, upgrade, cur, dur, EquipmentType.Jewel) { Type = (byte)type; JewelAttribute = jewelAttributeType; SpecialAttribute = new KeyValuePair <JewelAttributeType, float>(jewelAttributeType, 0); }
public int JewelValue(JewelType jewelType, int level) { Enum.TryParse($"{jewelType}_JEWEL", out PropertyType propType); var props = Properties(propType, level); if (!props.IsEmpty()) { return(props[0].value1); } return(0); }
private List <Jewel> GetMatchingJewels(Jewel jewel) { List <Jewel> resultJewels = new List <Jewel>(); Vector2Int jewelIndex = jewel.GridIndex; JewelType jewelType = jewel.Type; for (int i = 0; i < 2; i++) { List <Jewel> tmpJewels = new List <Jewel>(); for (int j = jewelIndex[i] - 2; j <= jewelIndex[i] + 2; j++) { if (j < 0 || j >= gridSize[i]) { continue; } Jewel currentJewel = i == 0 ? jewelGrid[jewelIndex.y, j] : jewelGrid[j, jewelIndex.x]; if (currentJewel.Type == jewelType) { tmpJewels.Add(currentJewel); } else { if (tmpJewels.Count < 3) { tmpJewels.Clear(); } else { AddTmpToResultJewels(resultJewels, tmpJewels); break; } } } if (tmpJewels.Count >= 3) { AddTmpToResultJewels(resultJewels, tmpJewels); } } return(resultJewels); }
public void OnDrag(PointerEventData eventData){} //this call needs to exist so that begin and end handlers work properly public void SetMyType(JewelType jt){ Image i = GetComponent<Image>(); switch (jt){ case JewelType.Red: i.color = Color.red;; break; case JewelType.Green: i.color = Color.green; break; case JewelType.Blue: i.color = Color.blue; break; default: //alpha i.color = Color.yellow; break; } type = jt; }
public void CreateJewelLocal() { ResetJewel(); var jewelObject = GameManager.GetGameManager().GetRandomJewel(); _jewelType = jewelObject.JewelType; transform.name = _jewelType.ToString(); _litEmissionColor = jewelObject.LitEmissionColor; GetMeshRenderer = Instantiate(jewelObject.Mesh); GetMeshRenderer.isStatic = false; GetMeshRenderer.transform.SetParent(transform); GetMeshRenderer.transform.localPosition = Vector3.zero; gameObject.layer = GameManager.GetLayer(this); gameObject.tag = "Jewel"; GetMeshRenderer.layer = GameManager.GetLayer(this); GetMeshRenderer.transform.FindChild("core").gameObject.layer = GameManager.GetLayer(this); }
public Skill(JewelType type) { switch (type) { case JewelType.Red: SkillType = SkillType.AttackUp; SkillLevel = 1; break; case JewelType.Blue: SkillType = SkillType.GuardianArea; SkillLevel = 1; break; case JewelType.Green: SkillType = SkillType.KaihiAttack; SkillLevel = 1; break; default: break; } }
public Jewelry Jewelry(JewelType type) { return(jewelries[type]); }
public Jewelry(JewelType type) { this.type = type; }
public void Generate() { type = (JewelType)Random.Range(0, 6); sprite = GridBuilder.GetSprite((int)type); }